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I tried to do what you told me and I got this error, will the animations with 3d bodies really be compatible?

*in the image you can see the animation that I want to use and I'm setting the avatar of my zombie

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Is this a 3D Max animation by chance? You can identify if it is by looking In the hierarchy and reading the bone names. Are they called. Is there a bone anywhere called bip01?
Also check the hierarchy - how are the animation hierarchies different compared to the character? The difference in the hierarchies IS the problem causing the error.

This error is known and usually caused by a bone hierarchy mis-match. The default biped rig set up in 3D Max has the legs parented to the bottom spine bone (for some stupid legacy reason) and the hierarchy in Unity and every other non-stupid default rig has the legs parented to the hips/root/bip bone.

If this is the case - to fix, this model needs to be brought into 3D Max and have the biped rig structure changed to make the legs parented to the hips/root/bip rather than the bottom spine bone.
Unfortunately this can not be fixed (to my knowledge) without a dot.Max file. Does the asset come with a .max file?
There might be a way to change the parenting of the rig in the rig setup, but I do not know this process if it exists.

Is this a 3D Max animation by chance? You can identify if it is by looking In the hierarchy and reading the bone names. Are they called. Is there a bone anywhere called bip01?
Also check the hierarchy - how are the animation hierarchies different compared to the character? The difference in the hierarchies IS the problem causing the error.

This error is known and usually caused by a bone hierarchy mis-match. The default biped rig set up in 3D Max has the legs parented to the bottom spine bone (for some stupid legacy reason) and the hierarchy in Unity and every other non-stupid default rig has the legs parented to the hips/root/bip bone.

If this is the case - to fix, this model needs to be brought into 3D Max and have the biped rig structure changed to make the legs parented to the hips/root/bip rather than the bottom spine bone.
Unfortunately this can not be fixed (to my knowledge) without a dot.Max file. Does the asset come with a .max file?
There might be a way to change the parenting of the rig in the rig setup, but I do not know this process if it exists.

Maybe by masking the hips in the original character avatar?

Click to expand...

Hey! thanks for the info!..

Your information has been very helpful .. however I communicate with the creators of the asset and told me I just had to duplicate the animation, edit it as a humanoid and put the option "created for this model" below .. and it works. thanks for your time! a friendly greeting